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gameworx

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Everything posted by gameworx

  1. gameworx

    fire geometry problem

    Hi there. I've made a new sandbag model with geometry, view geometry, fire geometry and also a roadway lod. The model looks fine in arma but doesn't protect me from bullets. It seems that the fire geometry and the view geometry doesn't work right. Going prone behind the sandbag model doesn't prevent the AI from shooting at me. What am I doing wrong? Any ideas? Thank you in advance.
  2. gameworx

    fire geometry problem

    Thanks a lot for your answer, Gnat. I will try later in the evening.
  3. /signed I totally agree! Moving in ofp/ arma feels like pushing a shop-window dummy over a frozen sea. I hate that! This is the main reason for me to think about buying arma2 or not. The perfect Arma2 would be Arma1 that feels like CoD4. I don't mean the gameplay or the Action but the feeling when moving in a firefight. The animation in Arma looks great but the engine (play animation, wait for next action, play animation ...) kills the gameflow and the players fun.
  4. gameworx

    Burning Sands: Africa '42

    is there a website existing for this very promising project?
  5. is it possible to make a soldier carry a wounded comrade? I thought about giving him a "CoDriver" Proxy to make him act like a vehicle - but it doesn't seem to be supported by the man-class. Is there another way to make it work?
  6. Well, I tried the suggestion made by stoppelhopser but it doesn't work (BTW: @Stoppelhopser: are u from germany?). I think that its not possible to give a man-class a "codriver" or "cargo" position in the current OFP engine. But I have to mention that I'm really not a config.cpp god! Maybe the real experts will make it work. I also thought about making the wounded soldier a weapon to be carried. But then it will only look like a comrade... not the best way... Maybe someone else got another idea?
  7. gameworx

    Carry the wounded!

    I just played around with "OFPanim" and I can confirm that this tool is pretty good! But I can't realize carrying a wounded comrade in the present OFP engine because it seems not to be possible to define a "codriver" or "cargo" position to the soldier/ man-class. I'm sorry... :'(
  8. gameworx

    Carry the wounded!

    Yeah, something like that would be nice:
  9. gameworx

    Coop campaign like h&d 1

    I started a poll about that topic... please vote... http://www.flashpoint1985.com/cgi-bin....t=29767
  10. gameworx

    Animations

    All OFP animations were a little "rough". The salute animation looks a little handicapped and when using the binoculars it looks like drinking from a bottle. I'd like to see a skeletal system compatible to milkshape that we can make our own custom animations.
  11. gameworx

    Carry the wounded!

    Right boys! Thats what I want to see in OFP2! Carrying a wounded comrade to a medivac! Leave no man behind! Also a new system for medics! That would be great!
  12. gameworx

    Animations

    I want more animations like the following (to make the game more lively): - smoking a cigarette - drinking from a canteen - sleeping - carrying a wounded - playing a card game - carrying an ammobox (or something else) - using a radio - taking off helmet and wipe off sweat - chewing a bubblegum (and kick ass ) - eating - relieving himself (like in Hitman) - ...
  13. gameworx

    More goodies!

    Yeah, things like mobile Radios (e.g. PRC25 from 'Nam) should be seen on the back of a soldier like in some addons. I like these big radios. Maybe with some kind of real function in OFP2... ...think about that: Every player can use his headset for voicecom. But what would be if only players near can hear you? Its like talking or shouting in real life. ...but a player with a radio could talk over the whole battlefield to other "radio operators". ...that would be amazing and more realistic
  14. gameworx

    Ragdoll effect

    Wow, the ragdoll demo is amazing! True, I like the animation from Ravenshield. Thats great! Would be nice to see in OPERATION FLASHPOINT ][
  15. Comeon guys, more than 90 views and only 20 votes? What's wrong?
  16. gameworx

    Gears!

    [dumbass_mode] What about a button for the heartbeat? maybe "h". So everytime you press "h" your heart will make a beat. Ok, you have to press this button about 60 to 80 times a minute when not moving. The more times a minute you press "h" the faster you can run! [/dumbass_mode]
  17. gameworx

    Better comms

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (gonk @ 25 April 2003,11:57)</td></tr><tr><td id="QUOTE">3. Â MP Campaign... this is a must!! Â Co-op games are my favorite type of game in OFP, so the ability to do a campaign with other ppl would be fantastic.<span id='postcolor'> So I hope that you have seen this: http://www.flashpoint1985.com/cgi-bin....t=29767
  18. gameworx

    Realistic performance attributes

    The more simulation OFP2 will be the more I will love it. OFP1 was nearly a perfect "virtual battlefield". Sure, I'd like to see a more realistic flight model and physics like in Gunship and also a more realistic tank handling like in M1 Tank Platoon II. But don't forget that other simulation games (e.g. Gunship, M1 Tank Platoon, Falcon) with a more realistic physics never had to simulate different kind vehicles. OFP1 was the first game to simulate Infantry, armored, not armored vehicles and also choppers and airplanes at the same time. And BI did a great job!
  19. gameworx

    Experience

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MP Studio @ 27 April 2003,13:38)</td></tr><tr><td id="QUOTE">'Can drive cars' Comun everybody should be able to drive a car...<span id='postcolor'> No, not with broken arms and legs. A wounded soldier in OFP1 wasn't able to stand erect but he was able to drive a car or handle a chopper. LOL! By the way - I like the idea with the checkboxes!
  20. gameworx

    Interface discussion

    I'm also a user of Microsoft GameVoice/ Game Commander. I bought this tool especially for using it with OFP. It works damn nice. So I only have to say "one, two, four - flank left" and they'll do! But I also like the mouse interface from Ravenshield! It's nearly perfect because it is very fast to use. But it has to be said that Ravenshild doesn't contain as half as many possible commands than OFP! What I'm in need of is the replacement of the lousy action menu from the original OFP. It has to be replaced by a better and faster to use mouse-interface. By the way: switching between weapons like M16/ M203 was solved nicely in Novalogics Deltaforce BHD! I switch to the M203 instantly as long as I hold down the ctrl key. By releasing the key I return to my primary weapon (M16). It's much faster than pressing spacebar first time for switching to "burst mode" and pressing spacebar a second time for switching to the M203. After launching a grenade I have to press space first time for switching to handgrenades and a second time for switching back to the M16 in "single shot mode". I'm sure BI will do another great job with OFP2 and they'll find the best way for the user interface.
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